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AH, so it's you? A Wang Jinrei Thread

Alright since there is a lack of a thread for Wang I decided to put together this post involving the character.First standing punishment:

impact frames, input, block frames, hit frames, effect/damage

i10: 1,4: -6, +5, +5 on CH, 27DMG

i10: 2,3: -10, +1, +1, 31DMG

i14: standing 3: -9, -3, KD on CH, 33DMG

i15: uf+4: -12, Launches on Hit, and CH, 27DMG

i15: f+2,2: -11, KND, KND on CH, 40DMG

i16: df+2,1: -18, Launches on Normal and counter hit, 34DMG

i16: b+3,4: -9, KND, KND on CH, 42DMG

While Rising Punishment:

i10: d+1: (same properties as standing 1)

i11: ws+4: -6, +5, +5 on CH, 22DMG

i13: ws+1,1: -12, KND, KND on CH, 41DMG

i15: uf+4 (Look at standing punisment)

i16: FC df+4,3: -16, KND, KND on CH, 38DMG

i17(JF): cc df+2,1 (same properties as with standing punishment)

Sadly Wang's standing punishment is below average, His hopkick has poor range. his best tool by far at 15f is f+2,2 it has good reach and can punish things like Heihachi's ff+2.and he has pretty good while rising punishment as well, but how he makes up for this is his amazing whiff punishing capability. Tools like deathfist, his d+1+2, and df+2,1 are taggable launchers with pretty good range.

Moves you should be using:

f+1,4: High, Highthis move in a very good punisher for -10, but it can be used for pokes because of it's long reach as well a whiff punishing.

df+4,(1): mid, mida 12 frame poke with a CH follow-up. Both hits are safe on block, although the second one can be reveresed/parried. df+4 itself is pretty linear, but the punch has decent tracking.

b+2,1(1+2): mid, high, midA far reaching i14 poke, b+2 is sage, but the 1 doesn't jail, so it can be ducked and you will be launched for it. Although the launch is fairly hard. The 1+2 can be delayed a bit.

ff+1+2: midi16 safe mid which on CH gives you a juggle and a knockdown on normal hit. One move you should throw out there to close the space between you and your opponent.

b+3,4: mid, highi16 move that is safe and hit confirmable, has far reach and tracks slightly to your left.

2,3: high, midAnother i10 punisher that can be used as a poke as well. be wary it is -10, but the second hit tracks really well.

d+2,(1+2): mid, midA far reaching safe mid that leaves you in FC and is +4 on hit for mixups afterwards. Can be used for an oki combo ender. You can also whiff the d+2, and bait for a juggle with the CH 1+2.

1,1(,2): high, high, midi10 CH KD/Wallsplat move that is -12 on block. something to throw out every now and again, downside is the 2 can't be hit confirmed or delayed. The first two hits track and can work as a panic button.

Lows to use:db+3: lowA slow low that crushes highs, is -12 on block and gives slight advantage on hit.

d+3(,4): Low,highFast i14 move with a CH follow-up, -3 on hit. The 4 can be ducked and launched, and d+3 alone has short reach.

df+3: lowAnother slow move, but is has it's uses. +4 on NH and +25 NG on CH.

d+4(,1): low, midi18 with far reach and it high crushes. While it's -2 on hit, it pretty much is wangs best low poke. The follow-up is a CH launcher but can be launched on block.

now onto two things that make Wang really good first his parry. b+1 is the best parry in the game, and is a usefull tool in punishing raw tag crashes punch spammers, everything. Parried moves acts like they whiffed so basically you are punishing whiff frames. This move can parry any high,mid except for DJ's laser (cause then that'd be god tier broken :V) This move also allows you to launch Tag Crashes and a wide variety of safe moves.

The command is b+1 and it's active frames are 2-12, this move has 4 follow-ups;

1: 20 damage, i23, -10 on block, KND on both NH and CH

2.: 36DMG, i16, -7, KND on NH and CH

3: 18DMG, i19, -13, Launches on NH and CH

4: 21DMG, i17, -24, KND on Nh and CH

the follow-up combo off of 3 is your basic uf+4 combo:

b+1,3, ff+2, f+1, df+1,1 B! deathfist ~66DMG

off of 1 Wang has guarenteed follow-ups:df+1+2, if you mash you'll get 41DMG but if you delay it a bit you'll get 52DMG

db+4,2 for 42DMG and you can tagout.

dash d+3+4 for 50DMG

My hands hurt from typing this much bros sorry I'll end it with my combo breakdown video and finish up later. I haven't finished covering the rest of his stuff yet.

Basically it's to punish those who like to use strings a lot. if you see a jab string coming or any mid/high attack use b+1 and it will auto parry all hits. and then retaliate with any of the followups mentioned above.

It's so good that it will auto parry 10 strings until the low, so instead of low parrying law's low you can with the right timing hit 3 for a launch. it's very useful.